Follow Recoil in Counter Strike 2 is Broken
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- Опубліковано 31 бер 2023
- I played competitive Counter Strike 2 with Follow Recoil on, which means the crosshair will perfectly follow the recoil of the weapon!
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Thank you to n0thing for letting me use his stream footage, he's a legend. - Ігри
Greetings! So excited about the Youtooz WarOwl Plush, been wanting get one of these out to you for a long time now.
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This better not be an April’s fools joke
Edit: Okay I will buy cute plushie
very cute plusch
why are people not using the default crosshair here. there is no tickrate. there is no reason to be static or "classic" anymore. especially with weapon gap. especially with follow recoil. Don't be afraid. Go into the light. lol
THIS IS NOT AN APRIL FOOLS JOKE, I forgot what day it was lol. Too busy with CS2 to do April Fools joke stuff.
yo i cant play the beta. thanks for reminding me i can at least do this on my own server and see how that does go.EDIT: I play inverted. So, it's like a touchy subject push button explosive topic over most people. I cannot wait for cs2.
I love how because of the limited status of the beta, you can actually look at someone with a pro name and go "oh shit it's actually them"
Yeah man, I've lost count of how many "S1mple's" I've destroyed with my Nova3 skills hahahahaha
I would leave immediately to not embarrass myself by how much I'd die to them
yeah and he also had m4 howl
@@AshliBlattgold you will never improve that way, as a faceit lvl 9 i know id get my ass handed to me, but id try my best and after it watch the demo to see where i fucked up, playing against the best is a great way to point out your own mistakes, maybe thats because im way to competitive in everything i do in life even if i only do it for fun, for exemple when i get home from work instead of jumping into a lobby ill warmup for at least 2 hrs and practice everyday, and because i have a very limited time to play i end up only playing 1 or 2 comps a day, ive been doing it since i started playing cs back in 2021
@@braulioxDify Yea I don't really care about getting super good at the game, pros dedicate a lot of their life to the game and you can't really compete with that unless you do the same. I respect pros for getting as good as they do but I don't really even want that, tbh.
I think the devs are aware of the implications of adding this feature, and I think they're going to prioritize the accessibility to the game, as new players mean more money. I don't think old players will want to ever change their old style though lol
Honestly I think that the negev will be nerfed bc of it tho, not the other way around
well yeah, because no older player changed to aug and sg when they figured out they were op.
oh, wait.
@@Matt-vd9bc Is it really that advantageous? It's not like people didn't understand the spray pattern of the negev until this feature allowed them to actually see it.
@@8is I think a lot of players are going to be embarrassed that they don't fall into the group of people who knew spray patterns well enough that the feature's useless to them.
Kinda like when the smartpistol informed a bunch of people they were terrible at titanfall.
New players means more money? Bro you were a new player one time too
IMO its a good idea and should stay. It doesnt lower the skill ceiling, it raises the skill floor. Everything a pro can do, they can still do. But now newer players dont have to sit in an aim trainer figuring out that weapons go vertical then start swaying from side to side.
what you mean is lowers the floor
@@pottyputter05 how can you know what a ceiling is if you don't know what a floor is :D
@@pottyputter05Raises, since the base level of skill that a new player has is now higher, and it does that while improving accessibility, which is something that CS desperately needs at the competitive level. The amount of stuff you have to learn outside the game is insane.
Very wild that people are so against the feature.
@@pottyputter05 If a floor and a ceiling are brought closer together, that's done by either a lower ceiling or a higher floor.
This definitely makes the game more accessible. I hated the idea of having to find out and practice something you cant really see in game, relying only and entirely on feeling. Now you can see it while it's happening, and you get to immediately "practice" without having to go into a private map for hours.
Yea and that’s why we have random spray deviation, so bots like you can easily hit heads with bad aim control. For same reason, pros would never get full control of aim in this game (like in quake, for example). That’s why this video and feature is are both pointless, nobody would actually use it more than one-two hours for lolz. Mostly random pattern-ish spray with instant time to kill for heads (while hitting heads with random spray deviation) - is 3nd game-seller feature in cs go. 2nd is easy access, 1st is gambling hell
@@user-wv4ms4qs4j bro you're so badass are you a pro player?
@@user-wv4ms4qs4j nah ur spitting bro, this is nowhere near better than recoil master map tbh lmao
@@user-wv4ms4qs4jI agree. I _hate_ CSGO's RNG bullet bloom, it adds nothing to the game. The only guns that should have random deviation are hip-fired sniper rifles.
i mean you could just fullauto dumb a whole magazine of a weapon in to a wall and see the spread but yeah..y i get it some people just need to find any excuse
this is 500% better than practicing in an aim map for hours on end and barely retaining anything, but i think the most important thing to remember is that the muscle memory of people who have sprayed the AK 10,000 times is always going to be better than someone blindly following the crosshair - it just helps newer players reach the point of memorizing the spray pattern to that effect a lot faster
Use recoil master workshop map.
So true. In Apex weapons have different spray patterns, and even though the crosshair follows the spray, practicing and knowing spray pattern pattern still helps massively.
@@ILikeTuwtles he already said praticing in an aim map like a recoil master workshop takes a lot of time and grinding . So the follow recoil option is a good one to understand the recoil of weapons for new players and they can have fun in games like competitive or casual or deathmatch instead of just getting into an aim map grinding for hours and the best thing to have fun there is maybe play some music for hours
Still, recoil loses a bit of its predictability if you move and then stand still again all while spraying (which is a very natural thing to do). This makes it much easier to be accurate with those shots.
I don't think it should be in the game, at least not on a pro level. I still don't understand why Valve bases so much of their decisions on the matchmaking experience instead of the pro scene.
@@the_bottomfragger Because the pro scene is just 1-2% of the game. Matchmaking makes up the majority of the game - therefore if they are to make a lot of their changes to the game, it'll be for that part of the game considering that it is the part most players actually play. If you want to see a game that listened 100% to pros, and pros only - look at Halo 5 vs any Halo before it (excluding 4).
I think it will give a huge advantage for spray transfers specifically. Having a marker of where you are in the pattern will make a huge difference.
You can see the bullets too, but you a bullet behind
@@Dietr1ch they are too fade, hard to see, except in Negev.
@@sety5591 csgo2 tracers are much more visible
People were crying about ov2 and they praise this shit
and its a setting available to everyone, if you prefer 4:3 you go your hardest, but you dont get to complain when someone on 16:9 sees someone you dont
This setting creates a positive feedback loop that will make learning recoil much faster. With one taps we always had the *move hand* -> *crosshair moves to the head* -> *juicy *dink** experience that we all know and love, but with recoil control the feedback was never as precice and a lot more guesswork was involved for the avarage player. This setting makes aiming consistent when transfering from first shot to spraying, since now *crosshair on target* is always a positive thing.
The good players have put time and effort into practice and learning the spray patterns and how to spray transfer. The skill of those who train and improve should always show. Meaning those who don't try to learn shouldn't be as good. Cs is a very skill based game aside from awping, the good players should always be the better players and the bad players shouldn't have a crutch or a tool to help them keep up with the good players. That literally just voids the good players' hard work, time, and effort.
@@ikari3916 Or it raises the skill ceiling as now there are more people able to compete pushing the net skill level higher. Bringing the rest of the community up to where what used to be a midground means the net skill of the community raises. The people that put in the time and effort will still have the advantage, just that much more knowledge, muscle memory and match experience. IMO complaining about this is like complaining about the aim assist that console players get in shooters when pc players still dominate them consistently anyway. It helps the bottom percentiles while not changing much at the highest or at worst it ends with a few more players into that top section of the game, making everyone at the top have to get better to maintain their spot. This increases competition, which will drive the skill level to the ceiling faster. We see this is every competitive scene whether it be pvp or time trials, give enough depth to keep it interesting to the top players so they feel good about the skills while also drawing in more people who may now join that high echelon.
@Carson Ryan please explain something to me because I don't fully understand. How does adding an assisting mechanic such as this, a mechanic that several pros and long term experienced players are saying makes CS2 "more accessible" (because they're too scared to say easier), raise the skill ceiling? If a mechanic is bringing the skill level of lower players a little bit higher in order to keep up, wouldn't that mean that the ceiling stays the same while the floor rises? In which case is closing the skill gap?
@@ikari3916 in the start yes but the long run will lead to higher. The analogy I could give you is something like chess, the best player from 60 years ago would be crushed by a player today not only because of the tools that the top players now have access to but also the caliber for the opponents. If you are say Simple, or on that level, and now the collective skill of the community raises due to the average player being able to control spray better, which means that you now have tougher opponents to face off against which requires you to get better to stay on top. The skill ceiling in this case is shifting focus more towards the actual tactical and reaction time skills which are already insane at the pro level.
Another way to look at it is if everyone in bronze can actually hit their targets that means to get into high ranks you need to have good game sense, tactics, communication and all the other important aspect of comp shooters.
@Carson Ryan I feel like chess is a bad example as the game is unchanged. Players came up with new strategies and became more adaptable. Where as cs is adding an assistant tool for our lower end players. I'd also like to point out that players can have high level game sense and be held back by bad aim. But a lack in one or the other, in my opinion, likely results in a skill lock around gold or MG. Anyhow my point is simply just that adding an assistant to help players aim only raises the skill ceiling and could possibly upset our higher level players. In many ways. On the same team or not I can see it being frustrating to play with players who heavily utilize the mechanic. Although it for sure is not enough to carry people out of "mid or mid high" level games, it can still be a bit frustrating. Do I particularly care if the mechanic is in or not? No. Not really. But I do think it's not a good idea.
I've always played CS in passing and casually, but this new crosshair option really has me excited to try and learn the game more. I think it's a great option for casual players like me
now you can finally learn the game while paying it instead of having o train for it like wtf
This small change is quite massive, this lowers the skill floor for spraying by giving you better visual feedback but it doesn't touch the skill ceiling because you still have to learn how to compensate for the spray pattern, crosshair placement, good positioning/movement, how to hold/clear angles, etc.
Exactly, great players don't need this feature + tapping/bursting is already more advantageous at higher levels
Well said. I honestly can't wrap my head around "should this be removed?" No? I don't see the purpose of removing it. It isn't changing the skill ceiling at all, it literally just helps newer/lower-skill players understand how the spread works. Wanting this removed feels like ultra gatekeeping imo.
I dont think it changes the skill floor atall memorizing patterns is somthing that just takes time its not really a skill anyone can do it really good aimers in games tend to be very good at reactionary aiming and this just allows them to transition to the game with a ractionary style
@@fica1137 Getting an double kill or even triple kill by spray transferring will no longer be as impressive as in csgo.
@@ForTheOmnissiah Getting an double kill or even triple kill by spray transferring will no longer be as impressive as in csgo.
This is a SUPER useful tool for newer players. Being able to visually see exactly where bullets are going to land and see the timing between shots is massive for learning the recoil patterns of each weapon.
Agreed, when I first downloaded the game I had no idea recoil was even a thing, I just though weapons fired in a cone based on the default cross hair. It took research on the internet to figure out the case, because when was I gonna find a blank wall in the middle of a match and empty a mag at it.
@@nak_0519 I've played for a few hundred hours and I still feel lost firing certain weapons like the Galil and FAMAS. This would help tremendously. Not to mention like WarOwl said, this kind of thing makes using SMGs fucking deadly. I'm all for it. This is a smart change. The mechanics remain the exact same, they have just boosted accessibility, meaning more people will play.
I agree in that aspect, which is why it should only be allowed in a pre game training area like valorant has.
@@OsaculnenolajO agreed, I've played this game for 15 years and still don't know the patterns. Accessibility not just for newbs, but for casuals.
Maybe it should only be an option in practice maps? Otherwise I think it might lower the skill ceiling.
I personally think this is a great implementation. Helps the newcomers by reducing the "randomness"-feeling. Also, I don't think this will be op. I think it will just help everyone. Since good muscle memory will enable you to track where you are shooting better. And if you are a starter, it will help you, but you need to full on focus on the control.
I think it'd be good to keep it for casual modes - practice with it in things like skirmishes and deathmatch, but be forced to use that muscle memory in competitive. to me that's the perfect compromise.
There are types of engagements and firing that you dont learn even with thousands of hours of play because they are generaly suboptimal normaly that this shit enables super hard that will have to be balanced for. Especialy for the smgs and negev and burst firing the rifles for 3-5 rounds. I learnt the halfway point for the sg spray and being able to nail that headshot easier mid spray is going to be nuts for spraying down multiple opponents that miss their first shots.
Nth can feel more random than god damn Valorant, at the mercy of RNG throughout
Even the first shot isnt as accurate, even with counter strafe
@@Vonmoonlight once again, you guys actually can't stop mentioning Valorant, Riot is living rent free in your head at this point :D BTW, first shot accuracy is wayy better in Valorant, making tap shooting and bursts a way more reliable style than in CS
@@maxwell_edison why? Anyone can use it anyway
I think visibility/ transparency is one of the biggest things that make a game good. Showing where the true crosshair is should always be the case, where my crosshair is is where the bullets should be firing and recoil should be accounted for and shown to the user, it just feels more realistic than a bullet going 23 degrees off of where you are pointing your gun as if the barrel was made of rubber.
the crosshair follow option reminds me of something in art school. I remember struggling to draw people in life drawing sessions and my teacher recommended me to get a victoria's secret magazine and see-through paper and trace over the body. His reasoning for this was, the more your arm gets accustomed to familial shapes, the easier it's going to be when you freehand it.
I tried it out myself for a few weeks and caught up to my class in terms of skill because of it. So to me the crosshair option is just that, at first it'll feel like a crutch but over time you're going to naturally start remembering the spray patterns to a point where you wouldn't need it anymore and that right there is why I'm excited for csgo 2.
good point
This is what spray training maps have done. I'm not saying drawing on see through paper all your life is a problem. I just don't think you should stick to the training wheels.
@@jemlap I think you missed the point in my post where i said when i satrted free handing the drawing, i was alot better. Didnt say to use it forever, use it to catch up in terms of skill and muscle memory then you wont need it anymore.
@@GAMEPRO24X the problem is that they are training the wrong things. Memorising and offsetting the spray on moving targets over different distances is very different to moving a dot to a target.
@@GAMEPRO24X They are different skills. Tracing gives you line control, it won't teach you about the body or any core art fundamentals, therefore tracing people is actually useless. Even for line control you should just draw simple shapes with your arm and your wrist to build confidence, that's what those circle spreadsheets are for. That's why every school that's worth a damn for long as we can remember makes you go to live drawing sessions, specially nudes. Having to look and deduce engages the spatial part of your brain, forces you to understand shape, form, light, how to simplify it, how to represent it in a paper, that's what's called learning. Tracing is counterproductive, teaches you bad habits and handicaps you in the long run, it's a bad idea and if your teacher said that, he shouldn't be a teacher in the first place. Just from a psychological point of view it makes no sense, frustration to be an artist, that's how you improve, no frustration, no improvement. If you're tracing, you won't have that in the first place, so you'll tend to get stuck in progress regardless.
In the same way, using these training wheels won't help you. I can't believe I'm having this convo when this was already discussed in the past 20 years since there are games who do this from the start. What newbies tend to do in systems like this is react to the crosshair instead of learning it, which is counterproductive. Yes eventually they can get it down, but since they don't "understand it" as soon as they stop playing the game they'll completely forget it and have a relearn period when they come back. Where's a CS veteran can stop playing, come back and he will still know the pattern, just has to adjust one thing or two because the muscle memory is rusty.
It's not to say you can't learn anything by tracing or using the crosshair like this, you probably can, it will just take 10x the time since you're brute forcing it. I'm from the game industry and I've seen 16y old intern kids draw, paint and design better than 30 year old ones with double the experience. Usually people say it's talent, but then you look closely you realize it's not, it's discipline. It's the same with CS or any other skillset, I know people who play since 1.6 religiously every day and are gold, and I also know people who play 2-3 games per month and are high up on faceit. No discipline, no progress and this tool does not encourage discipline.
What the tool does however is make it clear how recoil works for newcomers. That's a good thing, if you're not aware, you can't learn it.
I like how this feature sort of removes the need for recoil maps. It helps new players learn the patterns faster, and while actually playing the game. Spraying down an enemy while using this is more closely matches normal gameplay (since it literally is), as opposed to recoil maps where you shoot at static or predictable targets.
Exactly!
i think this change makes some guns even more viable as you have a better understanding of where you are in the recoil spray. I think it's an amazing addition for newer players who don't want to sit in a training map for hours trying to figure it out. There are some guns I deliberately never used because I knew damn well I didn't know the spray pattern but now I feel they are worth giving a go in comp
M249 becomes usable??!!
Bro this is so true. I never bothered with famas for example. It will be cool to get better with thoose
@@runek100screw famas this shit turns every SMG into a death machine
As someone who doesn't actively play CS:GO, this sort of thing is interesting. It might actually make non-meta weapon a bit more used due to not having to spend a ton of time learning the spray pattern for each individual weapon.
Not really lmao
it will since weapons would be broken like the MAC10 you can sprint into site and dink the guy twice in the head after stopping for a second
I think Valve is preparing the game for new weapons. This, combined with the loadout feature, makes me think they're gonna add new weapons in order to increase variety. Imo, that's a good thing. The game is quite stale with the same weapon being used for like 75% of rounds.
@@Ash-my4gf🤓
I think it'll definitely take some time getting used to but I feel like this feature might actually be a lot better for new/casual players who don't know the spray patters
Will definitely help new players learn spray patterns, which is one of the biggest hurdles you have to get over as a player just getting into this genre.
@@8is when I first starting playing cs I had no clue where my bullets were going and didn’t know how the recoil worked. This would have helped so much
Bruhh shoot a full mag into a wall and you will know...
people are getting dumber year by year lol
Definitely needs to be kept in game
"What You See Is What You Get"
what if this feature can only be used in casual mode?
You are my favorite CS2 content creator so far, really breaking down the new workings of the game. Thanks WarOwl
thanks I appreciate it! I am working hard to get new content out to you guys regularly during the limited test until you guys can all play the game.
@@TheWarOwl you were here for us back in 2012 ,you are here for us again,legend!
@@TheWarOwl we love you Mr. WarOwl!
Isn't warowl the favourite CS everything creator?
@@patanjalilemonsquashimmortal no 3kliks is better sometimes
I like this feature. Opens up the game for more players which is always healthy for a game. I can imagine a big chunk of people tested Counter Strike but were put off by the seemingly illogical recoil system
And everyone is already calling for this feature to be removed entirely or banned in competitive. CS players are so closed-minded and adverse to change it's almost comical.
@@qu1253yeah I don't get it. Like you still need to know the pattern, because it kicks so much. But for me it is great to to know exactly when I am lacking. Great tool
@@runek100it kicks so much? lol i had CS players play pubg and they where crying recoil is unrealistic..CS is trash, bullet doesn't leave the barrel, sights don't follow the gun barrel. Physics RIP. Also these CS player couldn't handle random pubg recoil, they just learn one movement. It's stupid
@@St0RM33 in cs, it is skill to learn sprey pattern. In PUBG it is random, so 1v1 is just about luck. Just enjoy that
@@runek100 no random meaning the "pattern" is not identical each time you shoot except the first bullet. As long as you are good and can compensate you can control a full mag dump; some guns easier than others of course. It's full skill. CS devs need to go one day on a gun range. Guns have foking sights for a reason. You don't look where your bullet landed IRL. The fact that there is no ADS just shows how trash of a game design it is. They should have kept CSGO and make CS2 as a new modern game. Big mistake.
As someone who has bounced off CS:GO so many times because I just can't wrap my baby brain around it's unique recoils, I adore this change and actually will 100% check it out once the update drops. I was iffy before, but now I am convinced I can finally go positive 😂
This change is actually why I'm picking CS up again. Learning recoil patterns was the big barrier for me, I'm very much a "learn by playing" type of person and don't like sitting in training modes to figure out how to not suck at a video game. Making this information visible makes every engagement a visible and straightforward chance to learn the recoil pattern, thus enabling new players to figure the game out just by playing.
The Thing ist this Feature was in csgo to but i think Not usable in Matches. The yprac recoil Training map Had it
I'm a "learn by playing" type of guy too, and I had no issues learning recoil patterns. You just gotta get in the habit of pulling down while shooting and eventually you'll figure it out.
@Aidan Eaglesfield Fwiw on Valorant guns: There mostly isn't a big spray pattern. Just pull down a little and if your burst is more than four bullets it probably should've being tap fired. It's one of the big differences between Val and CS.
Yeah let's add aim assist too then
@Aidan Eaglesfield i mean you can still play csgo without knowing the ak spray pattern or any patterns. you dont even have to spray tho
I want to see what this setting looks like in combination with some of the more extravagant crosshairs I’ve seen out there. E.g. non static ones, the ones that cover your entire screen, ones that are very large etc.
yea, (in CSGO) I saw streamer bind keys to change crosshair, for example they use big crosshair for lining up grenade throw, and small one for shooting. Also, I notice that this "follow recoil" crosshair missing spread/accuracy indicator, like for example if we switch to shotgun on the old dynamic crosshair, it follows the size of the shot, rather than being "accurate" like WarOwl says.
@@sety5591 with a massive crosshair that's inverted and changes size based on shooting, you might be able to get away with making an "area" spray pattern and see the whole range where a bullet may land
Why would you need a dynamic Crosshair in when your Crosshair stays perfectly on target anyway.
Unless you wanna do it to meme
This is one of the best inprovements so far
@@kerb7555it's for recoil and movement inaccuracy
As an old player who has played this game mostly casually for almost 10 years, I would love this feature. Just an extra level of certainty if I am aiming properly or completely off lols.
Ive played cs for 800+ hours and others shooters for thousands more and one of the things that drive me crazy about cs is the randomness feeling of recoil. You just cant really practice it much in game, you dont get positive visual feedback of what youre doing wrong and I hate that, i dont want to be forced to go into recoil specific training maps to train recoil, i want it to be improved while playing the actual game like most skills in most games.
This. It's still hella random when you consider gun error over large distances, spray error and movement error during rushes. To me it still feels awkward compared to faster FPS games. But it is sooo much better to finally have feedback whats happening and not having to grind spray pattern maps with special console commands.
Yeah that’s just assuming ur standing still with 100% accuracy. Most guns once you add anything like movement penalties just have RNG added too
It was nice to see enemy's perspective and reaction thanks to n0thing's stream :) Well done including it!
0:38 i love how because there are so little players in the beta, you always get matched with other pros/content creators or just the same people from before
this option is SO good on SMGs. especially the p90, mac10, and bizon.
Also you were right about the new players part; I introduced my friend to CS and he just could not figure out the sprays. I told him to turn this setting on and he has improved MUCH faster with his spraying, and keeps that option on all the time.
I just started playing cs again after years. And I have to say that this time around I am enjoying the game a lot more. I use the follow crosshair and it helps me a ton. I understand it’s appealing to casuals but I work 12 hour shifts and don’t have time to remember each recoil pattern. So this helps a ton to help me remember them and just enjoy the game without as big a skill gap.
I think it doesn't change the fundamentals of the game, the spray pattern is the same, you still have to practice it a ton to master it, but what it does, is it gives you an immediate feedback on how off you are on your spray. Which I think makes learning the game easier, which is I feel never a bad thing.
Personally, if it stays in the game, I'm sure I'll add a keybind to toggle it on and off. I'm thinking there's a high likelihood that it will be a nuisance in some cases but a lifesaver in others.
@@AresFordwin Actually, thats genius! Imagine playing long-medium ranges (mid mirage or long A on d2) and be able to hit effortlessly with an AK/ M4.
I am mg1, sometimes I start to spray and get lost on where my spray is going. This might be a super helpful / almost broken.
@@filiperss9388 before they disabled multi-binds, I had it so that only the first slot weapons had the recoil crosshair on while the pistols had it disabled because they didn't feel right with it on
I think this is a good change. It makes the memorization process faster, since you don't have to open an empty map in single player and spray the wall. Yet, you still have to memorize the pattern to get good--reacting will only get you so far.
It would be cool if they just had it in death match and casual play then have it turned off for competitive play. It would be like warthunder then.
@@user-qm9ub6vz5e why would it need to be turned off in comp? Personal preference
@@ridi7154 Well, one could make the argument that it stifles skill expression, which is an important factor of competitive play.
@@ridi7154 it’s an aim assist. Competitive is supposed to be about raw skill and showing that off. Also lowers the skill gap which creates a less diverse rank spread and experience. You should be rewarded for learning all the spray patterns and are able to do that with no assist.
Exactly what i was thinking about that recoil follow up xhair. Good video
Coming back to this video I might as well share my experience. I used follow crosshair for around 4 weeks and thought it was very good for me, especially in the beginning when spraying tight headglitches.
but... after a while I couldn't focus that much on the game, it felt distracting more than helpful. I started spraying and instead of relying on my own muscle memory, I started reading the crosshair movement itself and trying to fix it off that, which just doesn't work. (shooting with pistols felt super weird too)
I turned the setting off and instantly felt I could focus much better when there wasn't a crosshair bouncing around AND as a bonus my HS% improved by A LOT.
Exactly. I tried it for 3 days and would almost never hit headshots, my fights were much longer because I tried controlling a full spray hitting the body. I turned it off and started doing MUCH more headshot kills again. Its a distraction like you said.
Follow recoil looks and sounds weird, but I think it will seriously help people who are struggling with recoil control.
Will definitely help new players learn spray patterns, which is one of the biggest hurdles you have to get over as a player just getting into this genre.
@@8is learning spray patterns is the whole point of the game at times, making it easier is not a good move. its really a shame that they are making this game easier for new players...
@@raydare2002 Why isn't making things easier to learn better? It's not like those who know spray patterns are at a disadvantage if they don't use this feature
@@raydare2002 This isn't just for the new players. It would also make it easier for already experienced players to learn new spray patterns, which is the main thing keeping people to stick with the same few guns they actually know how to use. The point of the game isn't to be hard to learn, the point is to allow you to apply the skills you've learned.
This feature isn't that advantageous as any player who knows the spray pattern will simply counteract the spray pattern with or without an extra indicator to show where they are in the spray pattern. You have always been able to use the tracers to do just that, this feature is just the logical conclusion of that.
@@fica1137 because part of this game is struggling to become better, everything from recoil to movement to map knowledge. Giving new players an out of one of those aspects is making the game easier in totality, which is not good.
I actually love this. I remember when I first started playing CSGO, the shooting didn't make sense to me it took probably around 200hours of tap-shooting before I finally started learning the sprays.
This new crosshair will visualize the spray pattern which I think is very important for new players. Another huge benefit is that this allows you to learn new spray patterns while playing the game, there's no need to practice for hours on community maps.
Thanks for being open minded warowl, excited to see what's to come!
Yeah, no need for community maps to train your recoil that new players don't even know exist. It would also make it easier for already experienced players to learn new spray patterns, which is the main thing keeping people to stick with the same few guns they actually know how to use.
I would spray and pray for the first 200hours of my playtime
Lol that one community map with all the spray patterns drawn out. Spending so many hours and barely learning anything
How did it take you 2000 hours to figure recoil in csgo out, sounds like those guys with thousands of hours stuck in silver
It was so frustrating at first thinking my crosshair was on the enemy and then dying and seeing I didnt hit them once.
An issue with the beta is foresee, going off what warowl mentioned, is that if they release a few maps to choose from, instead of only 1 at a time, people will just go back to the comp map pool. Its weird to say, but many people I play casual mode with actually know/knew how to play maps like canals, tuscan, breach, grind, mocha, new cobble. Its actually a large group of players doing things differently than elo grinders.
Amazing change, even being a veteran, playing after even 1 month without playing, I feel like a new player again.
This is a very positive change
Yeah, I had to play for quite some time to get the "feeling" of sprey patrern. No I just adjust in real time in dm. And you still need to know pattern to use it.
I definitely don't find it annoying in videos, in fact even if they remove it for players I think it would be really interesting to see the recoil crosshair used for casting in tournaments. For a crap player like me who doesn't know the full pattern by heart it would be cool to see how close or far off the pattern pro players are during a spray.
good
'I may be a CS player, but I got an open mind' too real, too real War Owl
“You’re just closeminded” is a dumb cop-out response to anyone criticizing stupid unnecessary changes.
@@TJ__23 You’re just closeminded
@@TJ__23 It's just that CS players are hilariously closed-minded to the point that it's absurd. Say, SG needed Valve to drop its price to make pro players, people earning their living from playing the game, to try out the weapon after 5 years or so, and realize it's way better than guns they otherwise bought.
Say, add "unbind take silencer off" option to prevent misclicks is an accessibility feature that in CSGO community gets fierce opposition. People there also argue that "punishing clicking mouse2 increases skill ceiling".
Like, most competitive online game scenes are toxic, but CSGO is on a whole another level when it comes to hostility displayed against any change that could possibly be construed as helping someone learn or enjoy the game.
@@gJonii It just doesn't feel like this change should exist in a competitive match. I would say it would be best to enable it for deathmatch and casual so people can learn the spray patterns there and disable it for competitive so people can put their practice to the test. Competitive games are all about skill expression, and maximising the amount of skill expression while retaining the fun is something CSGO has done well for a while, and should continue to do into CS2.
I think the setting is a good one for newbies so they can learn spray patterns but then maybe they will take it off later when they have the pattern down so that their FOV isn’t so cluttered. Maybe it’ll make them too reliant on the setting and their eyes rather than their hand/arm
I think its a good feature, you still have to use muscle memory to control it, and this helps people learn. (and as a person who rotates games, I think I would love it)
This will definitely take out some of the mystery around the shooting mechanics that new players encounter, without actually changing the mechanics themselves
Yeah and absolutely spit on the amount many players spent getting a feel for the mechanics.
I never was much of a gate keeper but this is idiotic.
Next logical step is to give players an option to enable audible-only WH (yes this is a thing and it's pretty OP) because the game is that much inaccessible for deaf players
While on it, lets add aimbot for people with hand impairments
@@F.M671 This right here kids is called a slippery-slope-argument in its most pure form, which is to be avoided at all costs unless you wanna make yourself look like a fool.
@@F.M671 Players who have spent hours learning the patterns will still have an advantage? This will just remove the mystery of "why aren't my bullets going where my crosshair is" for new players
Yeah let's add aim assist too then? Lol
@@NOU-iw3gb I said "without changing the actual mechanics". If you define the core mechanics of CS shooting as being the spray's departure from the crosshair then different story but personally I don't
This change is good. In old CS you had to learn the recoil pattern but now you still have to learn it but you can actually feel it too. Before you basically had to keep your whole screen at the center of the spot where you were shooting at and now it looks like you controll the recoil of the gun and not your screen from moving.
This honestly makes me want to play CS2 now. That was one of the main reasons why I didn't want to play any CS game because of it, I could never tell if the gaps got bigger the further away you shot someone at but now I see that it doesn't change at all, it also makes it easy to tell when your bullet spread changes direction while you're shooting and to act accordingly.
I love this, the tracers are really difficult to see so this feature makes the game so much nicer to play for me
The follow crosshair option is 1 of those things that doesn't really do much for players with tens of thousands of hours, but greatly helps newer players or people that have been playing for a while and somehow don't know (or care, I guess) about spray patterns. When I played CSCZ back in the day I basically treated the game like it was Quake or Unreal Tournament, bullets go where crosshair is. So when I got into CSGO I had no idea there was spray patterns and I was relying entirely on first shot accuracy and dumb luck, followed by confusion when I only hit the guy for 50 in 2 and spent 20 bullets lol. This is a feature with no downsides, either be good or get good.
to see the recoil, will make recoil easiely. = people will more spray and less one tap
then learn the spray pattern not every game needs to be easy
but people spent hours and hours to practice their recoil and a new guys comes in and has perfect recoil it makes the game less rewarding and lowers the skill difference. what is the point of a game where everyone is equally good
@@randomguy-of4ps because recoil is not the only thing that makes counter strike amazing
if people learn that they can get to learning things like better util usage, counter strafing , timing , rotations ,map knowledge and movement
causing the game to be more interesting
@@randomguy-of4ps "I suffered so others have to."
I'm all for adding more stuff to let people learn while playing. Not everyone has a ton of time to dedicate to out of game training to be better at the game they play to have fun. If you can just play the game and have stuff to help you learn along the way its win win.
And ultimately they’ve still gotta control the recoil and with enough time it’ll just become muscle memory anyways
That's one of the reasons i'm glad they've disabled advanced binds, i don't have the time or patience to learn how to make scripts for advanced key binds which will always give me a disadvantage against someone who does. New players will be especially disadvantaged if they don't know about console commands and key binds outside of the default list.
As I saw the footage from the MAC-10 now, i believe SMGs are going to be way too ez to handle with this change.
Now, it's mostly a risk buying an SMG, because the spray is kinda weird and it's especially hard over long distances.
If that's the case, that SMGs get much better for long-distances, you will see many player sticking to their UMPs etc for long times of the match.
I believe they will either be nerfed to levels of the revolver, basically only memeguns.
Otherwise they will make them more expensive, which makes the second round basically useless, bc it's either shotguns or pistols fighting AKs/M4s or OP SMGs. As where now, you have the chance to buy a SMG and get a AK even after losing the pistol round.
@@maxnaz47 it takes 5 minutes and a google search to make a jump bind
@@TheAleritr smgs are already barely used in many second rounds, because an ar is much better. If your enemy has armour, helmet and an ar, buying an smg, even if you know the recoil pattern perfectly, is still a major disadvantage. This change doesn't really make the smgs better. It allows lower skill players to pull off the same stuff that a more experienced player can. However, this isn't done through dumbing down game mechanics (such as removing skill jumps), but by offering info that previously was still available, but if you spent time looking for it. In other words, it doesn't take away the need for skill, just opens options for more people. Fine line there, but with this change, I doubt it's a bad one.
I could never understand counter strike esp with the shooting mechanics so this makes things a lot easier for me to wrap my head around. Having this means I might finally find the fun in CS
Weapon not pointing towards where you shoot annoyed me so much
Now that the game is out, follow recoil did not destroy the game like pros thought it would. In truth, it made it better. No longer do you have to spend weeks on an aim training map and you can spend more time actually playing the game. It’s so good.
Wait, can you activate it now?
@@elsensei666 yep
Yep. It got funner. I'm loving iy
A lot of it was bruised egos talking, the only thing follow recoil does is give visual feedback. You still need to learn the recoil to get the most out of it, but it makes it easier.
Really hope they keep this in - I know it won’t completely fix it but I get really annoyed when I feel like the bullets don’t go when I’m aiming
Im actually excited to try this once the game comes out. For a few of my friends that played other fps games before it was a major reason to not play csgo that the shots dont go where your crosshair is.
I also avoided CSGO for a long time just because of that. Eventually I trained for the spray patterns and followed some guides, and while it's a mechanic I really dislike, I am proficient enough and I enjoy the competitive defuse mode.
I wonder if with this feature it will feel a bit more enjoyable. I think WarOwl is also blowing it a bit too much out of proportion, the pattern is the same regardless, and tracers can be used as guidelines, plus it does not tell you how to compensate for movement or spread.
But this is a major reason why some of us play CS. The fact that you know something more than a noob and it's noob unfriendly. It's like Archlinux of games to me.
what do you mean? they dont like weapon recoil? huh?!
Facts, I was tempted to play this when it came out but this follow recoil is 100% making me play it. Better hit detection (hopefully) AND I get to see where my bullets are going.
So your friends dont play FPS at all?
Because from what I'm understanding is that your friends don't play a game if it doesnt have a moving crosshair...?
So im a newish player (2 years) and someone on my team finally convinced me to try their cross hair and I hated it. I couldnt get back the old standard, but I messed with the settings and found the follow recoil. I love it, its helping me learn the sprays so much. It cant be an unfair advantage, cause anyone can use it. If they got rid if it, id be very sad
When the owl looks to the right on the facecam it kind of reminds me of doomguy looking left and right
Most of the people I know that have tried cs and didn't continue to play was because the gun mechanics were too complicated. I'm personally excited to try this as I feel it will be the optimal way to play, even if it means adjusting my muscle memory. I think a ton of people are going to hate on the new crosshair setting but I think that if it stays, it will really help with new player retention.
I wouldnt say theyre complicated, its just very unintuitive. Compared to all other fps games they do nothing to teach you and the base dynamic crosshair they give heavily implies random spray instead of a spray pattern. All the stuff that happens when spraying a gun is not easily noticed unless youre watching guides or doing spray practice maps from workshop.
I tried Counter-Strike and didn't continue to play because I got told it's a MINIMUM of 500 hours of play time just to become decent, and that even people in the lowest possible skill rankings are at 3,000+ hours (with FaceIt level 10s being in the 18,000+ hour range)... yeah, no thanks, I'm good. Maybe I could have gotten into Counter-Strike when I was in high school and didn't have any adult responsibilities, but now, that barrier to entry is just insurmountable.
@@qu1253 bro it's not that hard you don't need 3000 hours to be decent lol. whoever told you this is just bad at games in general
@@qu1253 who the hell told you that? i picked up the game quickly and was in master guardian by the 500 hr mark, by 1300 i was LEM/Supreme on the way to global before i quit. if it takes you anywhere near 3k hours to get to global than you just aren't cut out for the game, aren't really trying to get better, or just dont care.
@@qu1253 that's not true at all, I got level 10 at like 3-3.5k hours, which is fairly normal.
This is good. This moves spray control from the aim trainer to the game. More time in the seat is better. You might not like it, but I think this is a great change.
This does not make any sense. I learned the recoil in the game without any maps. Is it our fault that people like you exist?
Its a good change, many years ago a friend of mine tried CSGO but didn't really get into it, with the main reason being how the recoil worked. With the cross hair that follows the recoil, it will open the game up to so many more people which is great, and it really doesn't seem like a big deal
I feel like the balance of having “follow recoil” set on is that you have to keep resetting your crosshair to head level after each spray. Might be good for beginners to have on to get an idea of each gun’s recoil pattern. But in the long run, I think having it turned off is the more practical way. But then again, it’s subjective without sufficient data I guess
I'm an LEM player (peaked GE in 2021, stopped playing as often) and I really hope that this feature stays accessible in MM. Lowering the barrier of entry does not move the ceiling of the game any lower and I think it's a great feature, seeing as that's how I learned recoil patterns myself! I didn't understand what the hell recoil control maps were telling me to do when I was a nova, so I just used a recoil crosshair to train muscle memory.
I hope this feature is only available in deathmatch and casual. But competitive they turn it off
i didn't know the rank was relevant
It’s already been in the game forever tho with the ~ console, they just made it more accessible
@@julianmanifan123 I put my rank there so that people wouldn't reply to me going "ahh of course a shitter wants this.". Otherwise it's completely irrelevant, as I said I've not played seriously in about 2 years.
Seems like an amazing change, personally I always struggled with over-compensating for recoil, and having something visually helping you see WHERE the next shot is gonna be... very nice.
How many hours do you actually have?
@@F.M671 like 410
I recently started playing CS:GO and the fact that the recoil makes the bullets not go where I was aiming was so strange to me at first. In fact it took a fair few games before someone told me that the dynamic crosshair spread does not represent where your bullet could be going (like it does in every other fps) and that recoil is a consistent pattern for each gun. I think this is just a quirk of the game being so old. Like I think this was probably one of the things tried before games kind of all adopted the same system and CS just stuck with it. I don't think it takes too long to adapt to but I can see how it might put off new players. I definitely would have an easier time understanding how the game worked if this was a thing in CS:GO.
Surprisingly it's the other way around. CS originally had random spray patterns it was only after a few years into GO that it was changed to be fixed patterns
As someone who used to play Source then a little GO but stopped because of life (Marriage + baby). I could see this as a great on ramp for getting back into the game.
I'm not as hardcore as I once was. But for a person like me; older, can't play as much, etc. this seems like a dream.
This is easily my favourite accesibility feature in CS:2, I played a quite few rounds with it and geniunely enjoyed it.
The times it helps most is when the gun is half-way recovering from recoil and it fires just a bit above your crosshair, I already instinctively adjust in full auto scenarios but its great for extended bursts and SMGs, the MP7 is super easy to control with it.
It would also make it easier for already experienced players to learn new spray patterns, which is the main thing keeping people to stick with the same few guns they actually know how to use.
@@8is Exactly. CS players are absolutely the anti-change grandpas of the FPS world, but I vividly remember telling my friends that the Krieg is super good when they were trying to get me into CSGO. Took them just 3 years to catch up, lol.
Keepit as a practice option, but not in ranked matches imo.
@@8is It’s actually more likely to help experienced players. Though it makes it easier for new players to learn sprays, the level of spray proficiency will increase for already established players and cancel out any benefit to the new players.
@@HeyAddieImTojo Gives no advantage, so why not. It's literally just a visual indicator and does not play the game for you, its not autoshoot or autoaim.
As a former CS:GO player growing up, CS2 is heavily influencing me to get back into it along with my gf and friends are wanting to learn. This crosshair feature would be so helpful for them (and even myself as I get used to patterns again) and would probably help retain a group that mostly plays cod when we get together. I believe this is a change for the better and should be kept in game.
Absolute bs, having a social life and playing cs?
@@lmao1660 you’re getting it twisted, I got out and actually have a somewhat decent social life for the modern era. Now I’m relapsing and bringing 3 new people and another former player with me 😂
@@st1ngplays well rip, hope to see ya in cs2 XD
now that the game is out, this is one of those features that I implement into my daily warmup. I go into aim_botz first and practice the usual for about 10 minutes then I hop on a dm like badservers, refrag, or just regular mm dm and practice just spraying with this option on. To finish off my daily training, I switch to a deagle and practice head tracking and clicking heads for about 10 min and then back to the ak with the option off and practicing burst firing, spraying, and tapping.. 100% recommend, it has already helped me get used to cs2.
The problem with counter strike recoil dates back to 1999 when they took the 9mmAR.cpp file (AKA the mp5 from half-life, AKA the basis of almost every CS weapon) and added random variables to the trajectory vectors and it felt glitchy, looked glitchy and remains a sloppy mess today. If you want to do reoil right you need to change the view of the camera like every other FPS game and not not the gun vector itself. The result should pull the camera up if you hold down the trigger.
Bit of an unpopular take here; it removes any need to practice recoil control. Will they add a spread indicator next showing exactly where the bullet will hit? Accessibility is one thing, like adding an official recoil practice range in cs to help new players, then there's just straight up new meta like follow recoil.
I think it is a more engaging way of learning recoil. Instead of shooting a wall. It definitely makes learning recoil easier. It lowers barriers of entry, doesn’t control recoil for you, only shows you the pattern and where to go
I feel the same. It changes the game from CS to something washed over. Hard shooting mechanics are my favorite things about cs
@@dragonslayerlight3888 i guess we'll see how it shakes out but i'm pretty sure it's just gonna become the new meta so you HAVE to have it enabled.
@@vukvidanovic8276 yeah there are already so many casual games that people can enjoy, CS is iconic BECAUSE it's hard to learn.
@@jabbedia maybe have it turned off for competititve, and for casual/deathmatching you can have it on for practice. I guess time will tell if it is too broken or not.
As someone who's played CS casually since it was a mod for HL1, I really like the new crosshair follow. Trying to get back in CSGO was always difficult because I play mostly tactical shooters and extract shooters, and its hard to unlearn modern game controls to learn CS's recoil patterns.
u noob
Same, I've been playing since 1.5 and have barely played CS in the past 3 years because I fell off skill-wise when it came to spraying (I refuse to train), hopefully this'll help me learn as I play the game instead of having to open up some workshop map and bore myself to tears
@@yessir6427 Well, sorry for not being a lifeless 8000 hours player.
I think this is a good idea. It makes the game easier to approach. It’s pain in the ass to follow and learn the recoil of every weapon so this really makes it easier for new players to learn how to control them
The whole "what you see is what you get" mantra reminds me of how Dota 2 reborn cleaned up all the esoteric holdover mechanics from when the game was a WCIII map.
Will definitely help new players learn spray patterns, which is one of the biggest hurdles you have to get over as a player just getting into this genre. Also, It would make it easier for already experienced players to learn new spray patterns, which is the main thing keeping people to stick with the same few guns they actually know how to use. I really like that :).
this has actually been a feature in most counter strike cheats for years. i was very surprised to see valve add it in.
Guess they want to test it for a bit to see how the community feels about it. It's a beta after all, so it might be removed again with release or kept in.
Yea I have been using a recoil crosshair with cheats in csgo and it takes away the guesswork and makes spray transfers hella easy.
as someone who has really picked up counter strike for the first time in the last couple weeks, this setting is a godsend to me. Even when I lose fights, I at least had a clearer picture of where my shots went and how I should've controlled recoil differently
Ive actually startet playing CS2 like a week ago and startet using the follow recoil option and it changed my playstyle and winrate dramatically!!!!
I absolutely love this option and it definitely helps newer players to get a better hold/grip of da game.
I myself come from console and started playing on PC not too long ago so my aim is still on the bad side but with the style of CS this option not only allows me to more easily understand the mechanics but also lets me see directly where my flaws are.
I have played other games that follow the recoil as well and it definitely does feel a lot better for spraying because of how tangible the gunplay is, you rely less on luck(especially as a new player) and understand/spot my mistakes easier. You intuitively learn the pattern faster and removes the need to train recoil exclusively.
This feature in general is just perfect, the idea of making new players be better at the game and focus on the mechanics of the game, i just love it.
this
i understand this point, but i feel the recoil in cs is very much an important mechanic so it is a tough call
@@michaellee8853 it doesnt change recoil
@@ridi7154 true, it just indicates the area where the bullet will land on.
This is my sentiment, doesn't close the skillgap at all. It just helps people improve their skill faster.
Honestly this feature alone is probably enough to get me to start putting time into CSGO. The current way crosshairs are used in CSGO 1 just never made any sense to me and it frustrated me too much. It felt like I needed to learn how to curve bullets like that Wanted movie. Now , I don’t hold that against the game, especially considering the increased skill ceiling and complexity the current crosshairs bring to the table, but it was still a major factor in me giving up on it. In my mind in a video game the crosshair is where the barrel of the gun is currently pointing. I just couldn’t get over that and learn the mechanics and I wasn’t having fun.
So yeah, I think this feature is a game changer (pun intended). I’m looking forward to giving it a GO (pun also intended) even despite the fact that you still have movement inaccuracy and spread to contend with.
i just started playing csgo as my friend wanted me to get into it before csgo 2 comes out. I have not tried it yet but i really like how the crosshair moves to show you where your bullet is actually going. I have no idea about any recoil pattern but seeing my crosshair move it should help me to practice keeping it in the same place even while spraying.
The whole "shots deviate from where your crosshair is" notion is an idea from original counterstrike that has more or less entirely aged out of other games. Making the crosshair true to where the shot will go (ignoring movement/spread) is a concession to more contemporary game design philosophies, and that means a more accessible game to contemporary audiences.
Flowery language
Still wrong
Discarded
Play games for kids
@@KeksimusMaximus cope and seethe also read a thesaurus
@@josephs.3372
Cope - seethed
Thesaurus - readed
Opinion - discarded
(You're bl🤮ck)
Completely agree. Finally, after all these years, CS will play as it always should have, imo.
@@KeksimusMaximusSo for example tarkow is game for kids? because there is used system shoot goes to the direction gun is pointed
I absolutely love it. If it changes the meta and makes guns better I'm all for it. Valve is really focusing on "what you see is what you get" and understanding what's happening in the game better than older titles. This just plays into those design goals. Its a great addition. The visual feedback when tapping/bursting is really satisfying too. I think Ill be using it permanently.
now I want cases to be what you see is what you get...
glove case gives gloves
clutch case gives clutches
friend case gives friends....
Let's add aim assist too then.
@@NOU-iw3gb this ain't d2, thank the lord
@@NOU-iw3gb if its on console then sure.
It spares me relearning all patterns. I like it.
Going from dot to dynamic recoil crosshair sure was a journey, but it is really fun to switch between rounds to really feel the difference. Both totally static and the setting where you have to chase down your own crosshair have their own charm and drawbacks, especially when playing around with things like crouched doom-spraying, crouch-tapping and tap-strafing. Can highly recommend.
I think this is a really good change even for me who sometimes takes a break from the game and just completely forget how the recoil works for a couple of weapons and have to load up some custom map, and even then the result is not great, the experience of shooting an active target vs a wall is quite different.
The feature definitely should stay as it makes it so you don't have to memorize the patterns.
Also it would've been perfect for April fool's if you had a closer
This one feature has made me like and play cs a lot more then previously. I’ve been playing all day lol.
"Spread!" brought back instant memories XD been too long
Glad to see war owl back again and looking forward to more quality content from you, on a side note if you can analyze us noobs matchmaking skills and comment on what are we doing wrong in a matchmaking setting by looking at demos that will be amazing, cheers !
This is probably the most interesting feature of CS2, even more than the new smokes. I think it would remove a lot of frustration for new and intermediate players to actually just be told where your bullets are going to go when you shoot.
I'm actually surprised, I thought you would hate it. I'll definitely try it out whenever I am able to play CS2
love the music at the end!
I haven't played in 5 years. It will be interesting to come back and try the crosshair features. It'll be interesting to see if I like it over the old classic
I actually like this a lot. I might still stick with the static crosshair out of habit but this is very nice
As someone that plays more than just one FPS game at a time, this is a really good change. Most players are trained to move/keep the crosshair on top of the enemy, so this is a really good change that helps the game be more accessible. If you feel like you're at a disadvantage because of this, just turn it on.
Removed an artificial skill barrier that just required practicing same patterns over and over again. Great feature and should have been implemented from the first csgo versions
Thanks for the CS2 content, it a pleasure to see you figure out the new nuances of the game. And regarding the follow recoil feature, maybe you could actually test this with deathmatch. As in play X games with the follow recoil and then X without the follow recoil (or switch every game to not get used to one or the other). Numbers aside, it might give a possibility to compare and if there is a significant difference in feeling or in score report on it. Anyways, exited for your future content and for actually trying the game out myself. Cheers!
that was the original idea for the video, but DMs are empty in Limited Test :(
If you watch the video, he talks about Deathmatch lobbies being empty...
@@TheWarOwl they should really let more people in the test
Volvo might already be collecting data on it
🤣 I love n0thing man.. When he said "probably not the best opponent to test goofy settings on" and then n0thing dancing like that had me spit my drink out
I have it turned on and it indeed helps a lot.
At the beginging, it was hard for me to see my crossshair moving.
But after I got used to it, I knew that I nolonger have to handle recoil manually and I just try to put my crosshair on enemey body.
Works like a charm
I aways tried to get into scho before 2 but learning the spry pattern was difficult to learn but with the follow recoil made me play much more and learning the spray in game instead being in aim training for hours
I think it's a great addition not just in terms of accessibility or new players, but it also removes a barrier of having to learn the patterns through community maps. This way you can learn the pattern as you play.
my 900 hours would be 9000 hours by now if i had this when i played, wouldn't have given up once I reached LEM and realised everyone i fought had laserbeams LOL
I think it's not bad for learning recoil, before this you'd have to spend hours on a third party map to try and understand the recoil patterns, and now that this is in the game people that don't know recoil patterns can learn them actively in game.
or if they have good aim, can just tap.....
@@stevesmith7843You can't just "tap" all the time, dunce
@@applejuice9468 you quite literally can.
@@applejuice9468 unless you're right up on someone, if you have this thing called "good aim" you actually can tap, n let off 1-3 shots, and kill people really quickly and easily.
i started to play CS a month ago and only play TDM to learn the sprays bevore i hop into competitive. this new feature will help me learn those patterns faster because i clearly see where my bullets go. cuz atm i just start praying after my first 4-6 shots and i dont choose other weapons beside the m4 and ak cuz i still try to learn the spraypattern without spending hours upon hours in an aimtrainer that is broing as hell.